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Demon, Atarnia

Large Outsider (Evil, Extraplanar)
Hit Dice:15d8+90 (157 hp)
Initiative:+3 (Dex)
Speed:20 ft.
AC:29 (-1 size, +2 Dex, +18 natural), touch 11, flat-footed 24
Base Attack/Grapple:  +15/+28
Attack:slam +24 melee (2d6+9 plus petrification)
Full Attack:2 slams +24 melee (2d6+9 plus petrification)
Space/Reach:10 ft./10 ft.
Special Attacks:Petrifying touch, spells, aura of corruption, vile consumption
Special Qualities:Spell immunities, heat and cold immunity, electrical resistance 20, fast healing 2, DR 15/good, SR 24
Saves:Fort 15, Ref 12, Will 13
Abilities:Str 28, Dex 16, Con 22, Int 19, Wis 18, Cha 26
Skills:Bluff +26, Concentration +24, Diplomacy +26, Knowledge (arcana) +22, Knowledge (history) +22, Knowledge (planes) +22, Knowledge (religion) +22, Listen +22, Move Silently +22, Sense Motive +22, Spellcraft +22, Spot +22
Feats:Enlarge Spell, Great Fortitude, Improved Sunder, Power, Attack, Enlarge Spell
Environment:Lower Planes
Challenge Rating:  15
Treasure:Double standard
Alignment:Always Neutral Evil
Advancement:16-20 HD (Large);
21-25 HD (Huge)
Level Adjustment:-

Atarnia are the corrupted physical remains of powerful spellcasters that consorted with and were overcome by the corruption of the lower planes denizens. They were once clerics and wizards who in life actively sought out and embraced evil. Their corrupt flesh, left behind on their demise and infused with power from the lower planes, slowly rots into a mire of black ooze. Only barely sentient, the oozing substance slides across the infernal realms until it encounters others of its own kind. When it reaches a critical mass, an Atarnia is born.
    This foul creature resembles a black pit of tar normally, though it may rise up and shape its mutable form into the likeness of whatever it has seen, provided its size remains the same (it can't change its mass). It cannot, however, change its coloration. The surface of the Atarnia is an opaque, dead, matte black color and does not reflect light.

Atarnia are dangerous opponents and not to be taken lightly. Thankfully, they rarely seek out conflict, preferring to let their minions do their dirty work. In combat, an Atarnia prefers to use spells against opponents at a distance, forcing its enemies to close with it and using its natural immunities to its best advantage. In close combat the Atarnia will use its touch attacks against melee opponents it considers to be the most dangerous, seeking to destroy their armor and lower their morale.
    Upon entering melee, the Atarnia typically takes on the likeness of one of its opponents and then warps the assumed features with worms writhing beneath their surface or other symbolic signs of corruption and decay. A slain Atarnia's essence turns to black volcanic ash, a brittle statue of it's last assumed form.
    Spells (Sp): Atarnia possess the same spellcasting powers and skills that they did in life. The powers of the lower planes willingly provide the energy necessary for priestly prayers or sorceress magic of evil. This spell-casting ability does not increase with the power of the Atarnia because new spells are not part of the memory of the original flesh. While an Atarnia retains the spellcasting powers that its base essence knew in life, it does not retain any other memory or connection to its previous life, rather it gains its powers from the demonic essence which has become infused with it. An Atarnia casts spells as a sorcerer of a level equal to its hit dice.
    Petrifying Touch (Su): Atarnia are able to turn any material to stone by touch. Attended items or creatures struck by an Atarnia must make a save (DC 23) or be turned to stone. Atarnia prefer to not petrify spellcasting enemies bodies in anticipation of corrupting their foes alive and entrapped within the stony shell of their clothing and armor. Instead, Atarnia prefer to strike out at the clothing, armor, weapons, and equipment of its opponents. Atarnia do not hesitate to petrify non-spellcasting opponents or destroy the statues of its enemies when it is victorious in combat.
    Aura of Corruption (Su): Creatures entering within 30 feet of an Atarnia must make a Will save (DC 25) or begin acting or begin acting in an evil manner for the duration of their time within the Atarnia's corrupting aura. The aura also withers plant life, causing plants 1d6 points of damage each round, and it putrefies water and food (reverse effect of a purify food and water spell.
    Vile Consumption (Su): Atarnia which are able to subdue their enemies, either by spell or their petrifying touch, often proceed to flow their essence over their victim, grappling if necessary, and destroy the victim's body and consume the victims soul with its terrible touch. Opponents so covered begin to suffocate, as the Atarnia flows over and into their body, and suffer 1d10+8 points of damage per round as their body is dissolved away. A creature slain in this manner is forever destroyed and cannot be brought back to life even by means of a wish or miracle. Absorbing a creature requires the Atarnia's full attention.
    Spell Immunities: Atarnia are unaffected by alteration, charm, and necromantic spells. An Atarnia Demon has no control over this spell immunity.


    Atarnia do not associate with others of their kind, but willingly charm and subvert creatures into servitude. These minions carry out the to goals of the Atarnia, while it remains in its lair. Atarnia rarely travel more than 100 ft. from their lair and spend most of their time, if undisturbed, as a black pool of goo; meditating on their existence and evil plots. The lair of an Atarnia is easy to find for there is no sign of vegetation or life near it except for what minions the Atarnia may retain.
    Atarnia are hated by the powers of good and they are sought out for destruction, but because of the creatures tendency to hide in its lair and use minions to do its bidding, they often survive for a very long time before being discovered and actually slain.

The Atarnia are not true demons, but are formed from the essence of a material beings whose form has been dissolved by the terrible evil and decay of the infernal planes. The flesh of the Atarnia's predecessor contains memories of its evil that, when combined with the infernal energy, give the creature its new consciousness.

Variants and Resources
Legend tells of an Atarnia that is as large as a lake. This behemoth of evil is said to be the first Atarnia, cursed by some forgotten god for whatever unimaginably terrible betrayal the creature performed. Where in the Abyss this creature lives is unknown, should it even exist.